
RENEWAL / ITEMS
Ancient Mechanic Greaves [1]
#470289Armor
Mecha_Greaves_US
Item stats
- DEF
- 50
- Slots
- 1
- Weight
- 100
- Armor level
- 2
- Buy price
- 0 z
- Sell price
- 0 z
Usage & restrictions
- Type
- Armor
- Equipment position
- Footgear
- Gender
- Both
- Required level
- 100+
- Jobs
- All jobs
- Class tiers
- All tiers
- Refineable
- Yes
- Trading & storage
- No restrictions
Ancient Mechanic Greaves description & effects
Greaves made by ancient lost technology.
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MDEF + 10.
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For every 2 refine level, POW + 3.
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For every 3 refine level, MHP + 3%, reduce After Cast Delay by 2%.
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When refined to +9 or higher, ATK + 15%.
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When refined to +10 or higher, increase melee and long-range physical damage by 20%.
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When refined to +11 or higher, increase physical damage against all property enemies by 20%.
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When refined to +12 or higher, increase movement speed.
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When refined to +13 or higher,
reduce Variable Casting Time of Arm Cannon by 100%,
reduce Axe Tornado cooldown by 2 seconds,
increase Arm Cannon and Axe Tornado damage by 150%.
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Set Bonus:
Ancient Mechanic Greaves [1]
Rock Step Card
ATK + 75,
increase Arm Cannon damage by 50%,
increase melee and long-range physical damage by 10%.
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Set Bonus:
Ancient Mechanic Greaves [1]
True Howard Alt-Eisen Card
ATK + 75,
increase Axe Tornado damage by 50%,
increase melee and long-range physical damage by 10%.
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Set Bonus:
Ancient Mechanic Greaves [1]
RSX-0806 Card
ATK + 100, POW + 15,
reduce physical damage taken from Large and Medium sized enemies by 10%,
For every 2 refine level, increase melee and long-range physical damage by 6%.
When equipped by Merchant classes, ATK + 200.
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[Grade Bonus]
[Grade D] Reduce Fixed Casting Time by 0.7 seconds.
[Grade C] Increase physical damage against all size enemies by 20%.
[Grade B] All Talent Status + 10.
[Grade A] Increase Arm Cannon and Axe Tornado damage by 150%.
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Type: Shoes
Def: 50
Weight: 100
Armor Level: 2
Required Level: 100
Class: All Jobs
Item effect script
.@r = getrefine();
.@g = getenchantgrade();
bonus bMdef,10;
bonus bPow,3*(.@r/2);
bonus bMaxHPrate,3*(.@r/3);
bonus bDelayrate,-2*(.@r/3);
if (.@r>=9) {
bonus2 bAddClass,Class_All,15;
if (.@r>=10) {
bonus bShortAtkRate,20;
bonus bLongAtkRate,20;
if (.@r>=11) {
bonus2 bAddEle,Ele_All,20;
if (.@r>=12) {
bonus bSpeedRate,25;
if (.@r>=13) {
bonus2 bVariableCastrate,"NC_ARMSCANNON",-100;
bonus2 bSkillCooldown,"NC_AXETORNADO",-2000;
bonus2 bSkillAtk,"NC_ARMSCANNON",150;
bonus2 bSkillAtk,"NC_AXETORNADO",150;
}
}
}
}
}
if (.@g>=ENCHANTGRADE_D) {
bonus bFixedCast,-700;
if (.@g>=ENCHANTGRADE_C) {
bonus2 bAddSize,Size_All,20;
if (.@g>=ENCHANTGRADE_B) {
bonus bAllTraitStats,10;
if (.@g>=ENCHANTGRADE_A) {
bonus2 bSkillAtk,"NC_ARMSCANNON",150;
bonus2 bSkillAtk,"NC_AXETORNADO",150;
}
}
}
}
Equipment sets
Set 1
Set effect
bonus bBaseAtk,75;
bonus2 bSkillAtk,"NC_ARMSCANNON",50;
bonus bShortAtkRate,10;
bonus bLongAtkRate,10;
Set 2
Set effect
bonus bBaseAtk,75;
bonus2 bSkillAtk,"NC_AXETORNADO",50;
bonus bShortAtkRate,10;
bonus bLongAtkRate,10;
Set 3
Set effect
.@r = getequiprefinerycnt(EQI_SHOES);
bonus bBaseAtk,100;
bonus bPow,15;
bonus2 bSubSize,Size_Large,10;
bonus2 bSubSize,Size_Medium,10;
bonus bShortAtkRate,6*(.@r/2);
bonus bLongAtkRate,6*(.@r/2);
if ((eaclass()&EAJL_THIRD) && (BaseJob == Job_Blacksmith || BaseJob == Job_Alchemist))
bonus bBaseAtk,200;

